The Getaway: Black Monday Walkthrough & Strategy Guide

Left Stick - Moves your character. The camera view is usually
behind your character (but not always), so it's pretty much a point and
go kind of thing.

L3 - Click this key to interrupt Mitch's ammo pick-up. He will
drop the weapon and ignore it until you move over the ammo once more.

Right Stick - Camera control. Make that limited camera control.
You can tilt the right stick slightly to peer around corners and stuff,
but not really. Most of the time, you will be forced to either be a correct
position or simply raise the gun to look around.

R3 - Click this key to make Mitch swap his Crime Squad weapons.
It's not all Secret Agents's Secrets, but sometimes you simply need
to call on a second weapon when the first runs dry.

Square - Fires current weapon. Mitch's two weapons -- handgun
and submachinegun. The handgun is semi-automatic and fires as fast as you
can pull the trigger. The automatic weapon is more wasteful and can also
be fired "semi-automatically" by tapping the key. As a last resort, Mitch
may also throw a teargas grenade with this key, when he's braced for it.
Up close, this key makes Mitch hammer an enemy's head with a gun butt.
Repeated bashing has proven lethal, so don't be afraid to use this on enemies
who do not surrender.

Cross - Stealth context action. There's nothing really to interact
with in The Getaway Black Monday, but your characters will learn to stealth
behind certain walls and objects. While stealthed, they are out of the
enemies' line of sight (hence out of their weapon line of sight) and under
hard cover. They may pop up from low obstacles to fire their weapons, or
around corners to shoot enemies. For the most part, you will be using this
key to force the uncooperative camera around doors so you can see what's
there.

Triangle - Environmental context action. OK, so cars and some
switches are the few things you can interact with in The Getaway Black
Monday. Cars are entered and exitted using this key. Any rare instances
where your character needs to hop a gap or mantle on something, press this
key.

Circle - Press this to have Mitch drop and arrest a perpetrator.
It pretty much takes an enemy out of the picture, so don't be afraid to
use this key when you have Mitch up close with an enemy. He may be able
to save on ammo by simply arresting a lone perp rather than using his guns
and
wasting ammo.

R1 - Target capture. When no targets are available, Mitch will
strafe. Target capture allows you to fire quickly while on the move.

R2 - Aim mode. This makes the game play more like a traditonal
over the shoulder shooter. When this key is held, your character aims manually
-- note there's no reticule for your guns -- rely instead on the iron sights
of the weapon for aiming.

L1 - Toggles teargas grenade. The Square key throws one out.
Mitch may ready a teargas grenade to help him get out of tough spots. Enemies
hit by teargas cannot fire back and retaliate. Note that Mitch does not
wear a mask (since he's a dumb-ass). A teargas grenade in Mitch's vicinity
will result in your screen being rather inoperable for a time unless you
put distance between Mitch and the gas.

L2 - Reloads weapon magazine. Very important to reload when not
resting, firing or moving. It keeps your weapons in top form and allows
you to retalitate without worrying about dying.

Above, Mitch demonstrates how he can aim manually. You can use manual
aim often but only behind cover! Notice Mitch's stance is different when
he aims from behind cover. While he is still vulnerable to being shot at,
most of his body is behind hard cover -- this means bullets cannot hurt
him.

While behind cover, enemies cannot attack your character, and in some
cases, your protagonist cannot be seen by enemies either. Your character
can them move whilst behind cover to another spot to snipe enemies. Enemies
who run up to punch you however, are still a threat -- press the Cross
key to dislodge from cover and simply shoot them in the face.

Around corners, your characters will need to wait for the camera to
play catch up. Move them slowly to the edge so the camera peers down the
hall for you. Pressing the stick out towards the open area will expose
your character to detection and enemy gunfire, but is the only way for
your man to pull his gun out.

When your character is wounded, place them next to a solid (and smooth)
wall so they may rest and regain their health partly. You can only do this
once or twice (depending on the severity of the wounds). For the most part,
use the 2X formula -- your character has enough "reserve life" to refill
his entire life-bar. Once that runs out, start seeking medical attention.
It looks like wall mounted medical kits only refill the character's current
(not reserve) life -- so you may want to keep them around after you've
exhausted your character's natural healing tendencies.

Low obstacles, in Mitch's case here a dormer window, can be managed
by pressing the Triangle key. Not every object is navigable in such an
easy fashion, but when it looks like you're stuck, press Triangle while
near a low obstacle and you may be able to move on. IGN will naturally
point you out in the right direction, but occasionally, these darn things
are rather obvious and you might miss it even if you are reading the walkthrough
word-for-word.

Basics - Eddie O'Connor (The Boxer)

Left Stick - Moves your character. The camera view is usually
behind your character (but not always), so it's pretty much a point and
go kind of thing.

L3 - Click this key to interrupt Eddie's ammo pick-up. He will
drop the weapon and ignore it until you move over the ammo once more.

Right Stick - Camera control. Make that limited camera control.
You can tilt the right stick slightly to peer around corners and stuff,
but not really. Most of the time, you will be forced to either be a correct
position or simply raise the gun to look around.

R3 - Click this key to make Eddie swap his weapons. Unlike Mitch,
Eddie is ambidextrous and can use dual pistols in some instances. Eddie
is also more powerful in terms of physical strength, so he can put away
his handguns to grapple with an enemy (this prevents him from dropping
his weapons).

Square - Fires current weapon. Eddie is more of a grab and gun
kinda guy, so unless he finds the exact same ammo for his current weapons,
he will constantly change weapons when ammo runs out. Eddie can box better
than Mitch, so don't be afraid to smash in the head of anyone who looks
at Eddie the wrong way.

Cross - Stealth context action. There's nothing really to interact
with in The Getaway Black Monday, but your characters will learn to stealth
behind certain walls and objects. While stealthed, they are out of the
enemies' line of sight (hence out of their weapon line of sight) and under
hard cover. They may pop up from low obstacles to fire their weapons, or
around corners to shoot enemies. For the most part, you will be using this
key to force the uncooperative camera around doors so you can see what's
there.

For Eddie, the Cross key has an infinitely more useful role when
he comes to grips with an enemy. When Eddie grabs a non-boss enemy, he
can press Cross to flip them around so they face him either face first
or back first; when Eddie has them facing back-first, he can proceed to
snap their necks instantly by pressing the Square key. This lets Eddie
kill enemies quickly and save up on ammunition to use on enemies he cannot
get near.

Triangle - Environmental context action. OK, so cars and some
switches are the few things you can interact with in The Getaway Black
Monday. Cars are entered and exitted using this key. Any rare instances
where your character needs to hop a gap or mantle on something, press this
key.

Circle - Press this to have Eddie grapple an enemy. Unlike Mitch,
Eddie has boxer and wrestling training, so once he holds an enemy by pressing
this key, you can press Square and flatten the chump in three easy hits
to the face. This tactic lets you save Eddie's ammo for multiple enemies
and prevents an enemy from firing back at you (since they are grappled).
However, any weapons in Eddie's hands are dropped during the struggle (you
can pick them back up later).

R1 - Target capture. When no targets are available, Eddie will
strafe. Target capture allows you to fire quickly while on the move.

R2 - Aim mode. This makes the game play more like a traditonal
over the shoulder shooter. When this key is held, your character aims manually
-- note there's no reticule for your guns -- rely instead on the iron sights
of the weapon for aiming.

L2 - Reloads weapon magazine. Very important to reload when not
resting, firing or moving. It keeps your weapons in top form and allows
you to retalitate without worrying about dying.

Basics - Samantha Johnson

Left Stick - Moves your character. The camera view is usually
behind your character (but not always), so it's pretty much a point and
go kind of thing.

Right Stick - Camera control. Make that limited camera control.
You can tilt the right stick slightly to peer around corners and stuff,
but not really. Most of the time, you will be forced to either be a correct
position or simply raise the gun to look around.

Square - Makes Sam enter and exit tunnels and crawl spaces. Sam
carries no weapons, but is slimmer and more agile. Her stealth is home-grown,
but effective. To enter tunnels and crawl spaces, she needs to first crouch
near the entrance of the crawl tube first. Press Cross to kneel near the
tunnel entrance.

Cross - Stealth context action. While stealthed, they are out
of the enemies' line of sight (hence out of their weapon line of sight)
and under hard cover. They may pop up from low obstacles to fire their
weapons, or around corners to shoot enemies. For Sam, this skill is vital
in staying hidden and undetected. She can egress into tunnels and crawlspaces
only if stealth near an object.

Triangle - Environmental context action. Cars and some switches
are the few things you can interact with in The Getaway Black Monday. Cars
are entered and exitted using this key. Any rare instances where your character
needs to hop a gap or mantle on something, press this key. Sam can get
on top of flourescent light fixtures and such by pressing this key when
near a wall she can kick-off from. No momentum is necessary, so keep pressing
the key when you're doubtful where to get up on.

Circle - Press this to force Sam to creep-walk. Normally, simply
walking by using the analog stick will keep her undetected; however, by
toggling creep-walk, you can full tilt the stick and not worry about Sam
speeding off and making noise. Don't forget to toggle this key off when
you really need to run -- as in if Sam's been detected and you need to
flee!

R1 - Sam will strafe. Somewhat useful, but it's better to wall-stealth
to the corner and have the camera swing over, if possible.

R2 - When this key is held, your character aims manually -- in
the case of Sam, she merely lets you free look around her surroundings.

Sam Johnson demonstrates the various vehicular
positions your characters can be in for a car in The Getaway. Remember
that this is England -- fries are called chips, elevators are called lifts,
and first floor is really second floor. Cars also drive on the left
side of the street. Therefore, the driver's seat is on the right side
of the vehicle -- not the left. Remembering this can save you precious
seconds from being shot at.

Stationary cars can be used exactly like obstacles and cover. Depending
on how you park your vehicle, you can use it to shield you from gunfire
while you advance or escape from enemies.

The R2 and L2 shoulder keys are pressure sensitive -- the harder you
press on them, the more your view will shift to the left or right of the
car. This can help you when you make sharp turns while following an enemy
or when escaping from enemies at high speed. Pressing both L2 and R2 will
make the view look behind the car -- useful if you hear gunfire and need
to know if you have someone tailing you (and how far back they are).

Here're two examples of what to expect in terms of signals (aside from
the brake lights). On the left, Mitch's motor vehicle is signalling he
needs to make the first available left turn to reach his objective. Turn
signals are explained fully in the manual, but if you bought this game
used, you may not have the healthy explanantion -- the turn signals tell
you which turn(s) you need to make to reach your next objective. If the
blinker is flashing quickly, the objective is not only on one side of the
car, but it is also behind the car. If both lights flash (emergency
lights), then the objective is either too close (if you are following an
enemy car), or you are at the destination.

On the right, Sam's racer has its white reverse light on (this car only
has one reverse light). This will help you know if your car is in proper
gear -- if you race using the right stick, sometimes your thumb will tire
enough that you'll be accidently pulling down instead of pushing up.

Basics - Vehicle Controls

Left Stick - Steers the vehicle left and right.

L3 - Sounds the horn or toggles the siren (on Metropolitan Police
vehicles). When the siren is on, some vehicles slow down and move to the
side, but rarely.

Right Stick - Accelerates or decelerates/reverses a vehicle.
Use the right stick when speed control is necessary to maintain distance
between your vehicle and a car you're following. The cross key is best
used when you're trying to catch up to a car or making several quick turns.

Square - Brake. Unlike the circle key, this key only stops the
vehicle and prevents movement.

Cross - Accelerate. The key is pressure sensitive, but better
used for all out racing when high speed is the top concern.

Triangle - Exits and enters a vehicle. If a car is on fire or
belching a lot of black smoke, ditch the car and procure another one.

Circle - Brake and reverse the vehicle. Use this key to slow
down faster for sharp turns. Hold it at full stop to reverse direction.

R1 - Handbrake. Less powerful than a full set of brakes, this
allows you to make power slides around corners.

R2 - Look to the right of the vehicle. Remember that in England,
the driver seat is on the right. Hold this key with L2 to look backwards.

L1 - Fire weapon(s). The driver may only fire out the right side
(remember this is England) of the door. Any persons near the front and
right side of a car will be struck by gunfire. Reloading is possible while
driving -- this is done automatically when the gun's magazine is empty,
but ammunition is impossible to replenish unless you leave the car and
search for it.

L2 - Look to the left of the vehicle. Remember that in England,
the driver seat is on the right, not the left. Hold this key with R2 to
look backwards.